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Wren Scripting & Embedding for Games and Host Apps
Service description
I build and embed Wren scripting into games, engines, and native applications. Wren is a small, class-based, fast scripting language made for embedding, and I use it to give designers and modders a safe place to write logic without recompiling the host. My work starts at the boundary: I wire the Wren VM into your C or C++ host, expose foreign classes and foreign methods, and design a binding layer that stays readable as the surface grows. I handle slot management, handles, and lifetime carefully so scripts never dangle a native pointer or leak across reloads. For game teams I ship entity behavior scripts, ability and quest systems, dialogue trees, and hot-reload so a saved file updates the running scene in a second. For tools and services I use Wren as embeddable config and logic, replacing brittle data files with real expressions and small state machines. I set up module loading, sandboxing, error reporting that maps back to script line numbers, and deterministic execution where the gameplay needs it. Deliverables include the integrated binding code, a documented scripting API, example scripts, a test harness, and a short guide so your programmers can add new bindings themselves. I have shipped Wren layers into custom C engines and existing C++ codebases, and I care about frame budget: I profile the fibers, batch calls across the boundary, and keep garbage collection predictable. Tell me your host language, build system, and what you want scriptable, and I will propose a concrete integration plan.
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